Gangplank Build Guide by Shampp
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
This is a guide for playing Tankplank! A fun and different way to play as the infamous pirate Gangplank. Obviously this will not do the damage that a Critplank will, but it's great for running around shooting down carries while being able to tank just about anything.
This guide will mainly focus on Atma's Impaler. You will be abusing the damage/health benefit from this item as well as the extra crit.
Runes are all the same for all colours, crit chance.
The reason I do this is because 30% crit (20 from runes, 2 from masteries, 8 from Brawlers Gloves) is enough to buff your farming as well as even getting some easy early kills. This will also be enough to carry you through mid to late when you won't be spending your booty on crit items.
If you can parley your way to FB or early kills you should. Tankplank can be an expensive build and you will want to pick up your Warmog's as soon as possible.
Because you are in fact tanking, defensive masteries are best here. 8/21/1 Is the mastery set up as shown at the top of the guide.
The breakdown is pretty simple:
1. defense points because you are tanking
2. crit and attack speed bonus because you are gangplank and will also be cutting through carries
3. last lose point into improved ghost
As mentioned in the beginning of the guide this build is pretty dependent on Atma's Impaler. This somewhat rarely used item is perfect for your champion and role. Armor to tank with, crit to parley with, and a health to damage conversation that makes you more than just a meat shield.
Before getting ahead of ourselves let's start at the beginning.
To start you will want to pick up some Brawler's Glovesand 2 health potions.
As soon as you can you want to upgrade your gloves to an Alverice Blade. Not only is extra crit for the cheap cost nice, you will make its cost back in its passive gold generation. At first glance the gold seems small, especially if you are farming well, but you will be holding onto this blade until you complete your build endgame. That means it will give you a nice chunk of gold.. and you're a pirate, and pirates love gold.
After the blade build right into Merc Treads. Basic tank boots with a nice Crowd Control resistance. The magic resist will also help later because you will be a little low on magic resist for end game tanking.
From here you start your core.. starting building your Warmog's Armor. The sooner you can get it made the better. The quicker it is in your inventory the quicker you will be gaining stacks.
After the Warmog'syou pick up a crit cloak, and build into your Atma's Impaler. These set of items pretty much summaries the whole build (this is your core). A little extra crit for damage, little magic and armor, a whole lot of health giving you some decent damage for crits.
From here you pick up your Sunfire Capeor Banshees Veil. Choose based on what kind of damage output they have and build accordingly. Obviously there are better items for pure resistance or armor, but these 2 are key because of the health component so pick these 2 items up.
To finish off the build you upgrade your old Alverice Bladeinto a Ghost Blade(see what I did there). This gives you that extra punch while tanking and an excellent movement speed buff for initiation and carry chasing.
Skill sequence is kind of basic with gankplank, even as tankplank. Level up Parleyfirst because it will be your farming tool and champion killing tool. However if you find yourself matches with some strong ranged champions (like Cait or Zil), you can swap out leveling parley for Remove Scurvy. A low level parley will still crit creeps for easy last hits and extra gold, and the extra health from Scurvy will keep you in your lane.
Second you finish up the skill that you didn't go with first.
Last is Raise Morale. A great team buff and self buff. Unfortunately it will be low level for a while (seeing as 1 point in level 3 holds you until late game) but will probably see most of its use in late game when you are tanking for full team fights anyways.
Of course, you pick up your ult Cannon Barrageat the corresponding ult level up points.
Summoner spells I choose for my tankplank build are Cleanseand exhaust.
Just about any spell can be used with tankplank because he really is not dependent of them.. I mean really lets look into it:
Exhaust - passive and ult slow
Ghost - raise moral movement speed buff
Ignite - nice against healers with the passive change, more of a dps spell though
Cleanse - remove scurvy/merc treads
Heal - remove scurvy
Teleport - could be put to good use if solo laning or returning to your team for a fight
Flash - saving yourself from a close death? though as a tank I would hope not
Clarity - you are not a mage...
Rally - not that I would recommend this anyways.. but you already have raise morale
As you can see there's not a lot to bring here.. Switching out for healcould make you seriously durable, but having exhaustis nice in case of a tryn or yi.